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Designer: GM Lent Credits 1 Editor: Brock Sayre Table of Contents 1 Art Director: GM Lent Graphic Designer: GM Lent Part I: The Elemental Monoliths 2 Template: Simple Microsoft Word Template by Laura Flame (Fire) Monolith 3 Hirsbrunner Sand (Earth) Monolith 4 Cover Illustrator: Matias Tapia Interior Illustrators: Dave Allsop, Wayne England, Jim Sea (Water) Monolith 5 Nelson, Arnie Swekel, James Zhang, other art Wind (Air) Monolith 6 courtesy Part II: New Spell 7 Special Thanks: and Andria Heyday Unleash Monolith 7

Part III: New Magic Items 8 Handglyph of the Monolith 8 Rod of the Monolith 8

WHITE AGATE In Zakhara, the Land of Fate, few are as powerful or as respected as the mysterious wizard known as White Agate. A trusted advisor to the Grand Caliph, (hereditary ruler of Zakhara) and head of the Grand Caliph’s elite Magical Legion, White Agate is a fountain of knowledge and resources to any able to gain their audience – or their trust.

ON THE COVER mshp.com A party of stalwart adventurers realizes they may be in on facebook over their heads as an earth elemental monolith bursts @gmlent forth. Image courtesy Wizards of the Coast. @brocksayre

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Most practitioners of magic are familiar with elemental beings; creatures of air, earth, fire, Elemental monoliths can be summoned to the Prime and water are no secret to the learned. plane through the use of a powerful spell called unleash monolith (detailed in Part II). While this spell Far above these minor elemental beasts are the might be available to player characters, few great Powers of the elemental planes: genie individuals use it frequently since the monoliths it conjures cannot be controlled and wreak large-scale rulers, dark princes of Elemental Evil, destruction once they arrive. Consequently, the spell capricious gods, and worse have left their is normally cast either as a last resort, causing a marks upon moral consciousness. great distraction, or as an act of aggression.

Typically, elemental monoliths are excellent Between these two extremes, however, are the campaign events, and preventing the summoning of elemental monoliths. Comprising the same a monolith can be the goal of a quest or side quest. In essence as their weaker brethren, monoliths this manner, elemental monoliths become a sort of Lovecraftian horror - incredibly powerful, almost lack the consciousness and shrewdness of true unstoppable, and mindlessly destructive. Such Powers but far eclipse their more famous creatures can form the capstone of a campaign or cousins in might. On the elemental planes they adventure sequence and can even be used in low- or are feared and avoided in the same way mid-level adventures centered around stopping rituals that would bring their arrival. Since creatures on the Prime plane avoid landslides elemental monoliths are not as well-known as and megafauna. weaker and more common elementals, scholarly groups might be interested in learning more about Some enterprising (or foolhardy) elemental them as well - perhaps with unfortunate (if not wizards devised a means of summoning unforeseeable) results. monoliths to the Prime plane itself. Believing Two magic items can assist mortals with they could simply conjure the creatures and summoning elemental monoliths. Both are relics from the Ruined Kingdoms of Nog and Kadar, now direct them as they did lesser elementals, the long lost to time, their crumbling monuments wizards were sorely (and tragically) mistaken; devoured by jungles. The first of these relics is the they learned too late that while their magic handglyph of the monolith, a medallion that allows its could bring the monoliths to the Prime plane, user to cast unleash monolith from it, but once the medallion’s power is depleted it cannot be restored. no spells could control the creatures. The The second item is the rod of the monolith, and its summoned monoliths cut a swath of power is defensive: elemental monoliths will not destruction from the time they arrived until attack the rod’s wielder or their allies under normal circumstances. the time they dissipated, returning enraged to Both of these items are detailed in Part III. their places of origin. - White Agate, “On the Nature, Being, and

SamplePurpose of Elemental file Monoliths”

Huge elemental, neutral

Armor Class 19 A flame monolith appears as a 30-foot-long serpent Hit Points 345 (30d12 + 150) with white-hot glowing eyes and fangs, which drip Speed 50 ft. magma. Like all fire elementals, flame elemental monoliths tend to be quick-tempered and prone to STR DEX CON INT WIS CHA fits of sudden violence. With its ability to set almost 15 (+2) 27 (+8) 21 (+5) 2 (-4) 13 (+1) 9 (-1) anything it touches ablaze, the flame elemental monolith is often regarded, rightly or not, as the Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks most destructive and dangerous of the greater Condition Immunities charmed, exhaustion, elementals. grappled, paralyzed, petrified, poisoned, prone, On the Plane of Fire, flame elemental monoliths restrained, unconscious occasionally serve as shock troops or heavy infantry Senses darkvision 60 ft., passive Perception 11 for the armies following powerful fiends and even Languages Ignan the Grand Sultan of the Efreet. Even those who enlist Challenge 20 (25,000 XP) such creatures understand that they cannot be controlled, though for the more chaotic overlords Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A the wanton destruction caused - even to their own creature that touches the elemental or hits it with a soldiers - is just part of the fun. melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns. Illumination. The elemental sheds bright light in a 60-foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.

Multiattack. The elemental makes three touch attacks. Touch. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at Samplethe start of each of its turns.file in an attempt to harness both their burrowing ability and their capacity to damage fortifications.

On the Plane of Earth, sand elemental monoliths see use in mining operations, particularly within the A sand monolith resembles a huge, 30-foot-tall Great Dismal Delve of the dao. Even the earth genies humanoid made of dripping sand. Its eyes are yellow are hesitant to employ these behemoths, however, and glowing. Its maw is wide, open, and lipless. and all respect their astonishing strength and Slower than other elemental monoliths in both fortitude. physical movement and wit, sand elemental monoliths are typically employed as siege weaponry

Huge elemental, neutral

Armor Class 21 (natural armor) Hit Points 375 (30d12 + 180) Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA 25 (+7) 8 (-1) 23 (+6) 2 (-4) 10 (+0) 7 (-2)

Damage Vulnerabilities thunder Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 20 (25,000 XP)

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. Trampling Charge. If the elemental moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the elemental can make one slam attack against it as a bonus action.

Multiattack. The elemental makes three slam Sampleattacks. file Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the beginning of its next turn.

Huge elemental, neutral

Armor Class 18 (natural armor) A sea monolith appears as a 30-foot-tall humanoid Hit Points 405 (30d12 + 210) mass of water with wide, thick limbs. Sea creatures Speed 30 ft., swim 90 ft. may be seen swimming within the monolith’s body, and the monolith’s skin ebbs and flows like the STR DEX CON INT WIS CHA waves. The monolith’s eyes glow with a pale void, 25 (+7) 17 (+3) 25 (+7) 2 (-4) 7 (-2) 11 (+0) and its fingers end in wicked claws. Damage Immunities poison; bludgeoning, piercing,

and slashing from nonmagical attacks On the Plane of Water, sea monoliths serve as Condition Immunities charmed. exhaustion, entertainment for the Grand Padisha of the Marids grappled, paralyzed, petrified, poisoned, prone, and the genie court in the Citadel of Ten Thousand restrained, unconscious Pearls. Such entertainment comes with its share of Senses darkvision 60 ft., passive Perception 8 subterfuge, of course, and more than one spectacle Languages Aquan has turned out to be a thinly-veiled coup or an Challenge 20 (25,000 XP) attempt on a noble’s life. Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Multiattack. The elemental makes three slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 18 Strength saving throw. On a failure, a target takes 43 (8d8 + 7) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 17). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 25 (4d8 + 7) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 18 Strength Samplecheck and succeeding. file

Huge elemental, neutral

Armor Class 19 A wind monolith resembles a 30-foot-tall funnel Hit Points 255 (30d12 + 60) cloud with a humanoid shape. It moves with eerie Speed 0 ft., fly 90 ft. (hover) grace, and when it speaks its voice is that of thunder. The coming of a wind elemental monolith is the STR DEX CON INT WIS CHA coming of a tornado: an uncanny hush followed by 16 (+3) 28 (+9) 15 (+2) 2 (-4) 15 (+2) 10 (+0) the roar of swirling winds. On the Plane of Air, and in the Elemental Chaos, Damage Immunities poison; bludgeoning, piercing, wind monoliths are commonly used as mounts and and slashing from nonmagical attacks transportation. The monoliths’ thick wit and poor Condition Immunities charmed, exhaustion, manners leave them all but banned from the Citadel grappled, paralyzed, petrified, poisoned, prone, of Ice and Steel and the court of the djinn’s Great restrained, unconscious Caliph. Senses darkvision 60 ft., passive Perception 12 Languages Auran Challenge 20 (25,000 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Multiattack. The elemental makes four slam attacks. Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 16 Strength saving throw. On a failure, a target takes 15 (6d10 + 3) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 7 (2d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. Sample file

Scholars and spellcasters in Zakhara have a long a storied connection with the Elemental Planes. Genies are an important presence in the Land of Fate, and their influence can be felt everywhere - in fact, many learned folk believe that the genies are directly responsible for so many wizards focusing on spells favoring the elemental provinces. Such wizards curate their spell lists to highlight flame (fire), sand (earth), sea (water) or wind (air), and some even choose to specialize in these areas, giving them additional powers related to their chosen element. Even among elementalists, as such wizards are known, the prospect of summoning an elemental monolith is regarded as a foolhardy enterprise. Without a rod of the monolith (see Part III) to maintain control over the creature, an elemental monolith runs amok, trying to destroy everything it encounters. The great power of the monoliths makes such destruction not so much possible as likely. As a result, the unleash monolith spell is not a commonly known one. Great libraries might store the spell in a special catalog and carefully control access to it, and powerful spellcasters who possess the spell might have special guardians protecting it.

Sample file The following items can be used to summon - and maintain some measure of control over - elemental monoliths. Like the spell unleash monolith (see Part II), these items are not well known and not well understood.

Any facility or individual who possesses such treasures is sure to keep them under careful guard, and obtaining one of these items might be a quest or an entire adventure in and of itself. Alternatively, a quest might focus on preventing others from obtaining or using these items.

For more information on handglyphs and more examples of handglyphs, see Kazerabet’s Keepsakes: Magical Items and Treasures of Zakhara.

HANDGLYPH OF THE MONOLITH Wondrous item, very rare This medallion has 1d4+1 charges when found. While holding it, you can use an action to expend 1 of its charges to cast the spell unleash monolith from it. While you hold this medallion, the elemental   monolith you summon using the medallion is friendly to you and your allies. When all of the medallion’s charges are expended, the medallion becomes a nonmagical amulet worth 50 gp.

ROD OF THE MONOLITH Rod, rare You can use an action to present the rod and cast dominate monster on one elemental monolith within 60 feet of you that you can see. The save DC for this effect is 18. Sample file